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Posts posted by coolspear
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Great innit? The Pizza and Ice Cream Works really well in the Teen Hangout venue. Just as well I have mods and to stop them putting on weight!
I did forget to mention one important thing in main post. I'll write it there in a minute, but I'll also mention here, it's best not to place these things up against walls, and putting the end of the table in a tight wall corner is a big no-no. It severely restricts access and before long a busy lot can turn to Simulation Lag hell as sims fire many hidden attempts to grab foods but cannot and just stand around. Leave these tables with access all sides and especially both ends and they're a joy.
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This mod won't do much to curb that silliness, as it deals specifically with the eating elements directly, not the pushes sims get regarding where to sit, if to sit.
I have another mod in this food and drink section for that very thing. "Prefer to Eat at Dining Table" sounds more like the thing you're after to return some sanity to your game experience.
That mod also contains new hidden buffs I made, to enforce that sims do not get a second push to eat or drink while they currently have the hidden Is_Eating or Is_Drinking buff while eating or drinking the first meal or drink. I wanted that stopped in a big way too, so did what I could to prevent it.
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Catering Tables
Here is a range of various Catering Tables to serve different food types for different purposes/venues. They are standalone clones that work independently, so do not effect any Maxis original Buffet Tables or Catering Tables. They function very similarly to the Buffet Tables from Luxury Party SP. Click on table, see the selection of food types available, then command sim to create meal types to fill the five available food slots on each table.
Pizza Catering Tables
Six types of pizza to select. Each costs 60 simoleons to create. Cheese, Pepperoni, Canadian Bacon, Kebab, Tikka Masala and Sweet Corn. All six are based on the pizza recipes and object data that comes with Discover University, so that EP will need to be installed for these Pizza Tables to work in your game. All pizzas are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create pizzas autonomously.
The cloth-covered table is firstly a clone of the Get Famous EP Catering Table, it originally came in a single red or single while colour only. But I have also added nine extra two-tone swatch textures from a Dine Out GP table. (To better colour-match the Buffet Tables from Luxury Party SP.) Both Get Famous and Dine Out packs will be required installs for table and extra swatch choices to appear in your game.
The glass table is a clone from a Base Game table. Created to better match the glass Buffet Table from Luxury Party SP.
Ice Cream Carton Catering Table
Twenty-one types of Ice Cream Cartons to select. (None of the eight ice cream types that can cause instant obesity, skinniness, massive mood swings or fake, temporary occult traits are available.) Each costs 60 simoleons to create. Cool Kitchen SP is a required install for Ice Cream Foods. All Ice Cream Cartons are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create Ice Cream Cartons autonomously.
Choose your own Toppings and Garnishes for each to finesse.
The cloth-covered Pizza Table and Ice Cream Table are ALPHA mods, and are required installs for their glass table counterparts to function correctly.
Winter Festival Catering Table
Five Winter Festival foods to select. Grand Breakfast, Grand Turkey Dinner, Grand Ham Dinner, Grand Fish Dinner and Winter Cake. Each costs 60 simoleons to create. Seasons EP is a required install for the four Grand Meals. Winter Cake was given to all players in a patch. All Winter Festival Foods are created at Excellent Quality, no matter the sim's cooking skills or food-related traits, or lack thereof. Sims do not create Festival Foods autonomously.
The Festival Food Catering Table is cloned from a table given to all players in the Holiday Celebrations patch.
All of these Catering Tables can be found in Build Mode Appliances/ Small and Appliances / Misc (Same catalog placements as the Luxury Party Buffet Tables.)
Downloads
cool1_food&drink_CateringTable_PizzaParlour1_AllExcellent_(Clone)_ALPHA.rar - No updates required 2024
cool1_food&drink_CateringTable_PizzaParlour2_AllExcellent_(Clone).rar - No updates required 2024
cool1_food&drink_CateringTable_IceCreamParlour1_AllExcellent_(Clone)_ALPHA.rar - No updates required 2024
cool1_food&drink_CateringTable_IceCreamParlour2_AllExcellent_(Clone).rar - No updates required 2024
cool1_food&drink_CateringTableDiningTable_WinterFestivalFoods_AllExcellent_(Clone).rar - No updates required 2024
XML Resources Used:
A mix of XMLs I made myself and recipe and object XMLs relating to Pizzas and Ice Cream Cartons.
Any other mods altering Pizza and Ice Cream Carton recipe and object XMLs will likely conflict.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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Pretty much, until Maxis finally retire the patching malarkey or - with a miracle on their side as their talent will never do it - they release a pack before the end that is worth breaking all mods for again.
Never say never, but it looks that way for the foreseeable future.
And who's to say Knitting and Eco don't break my bitter, asshatty misgivings and turn out to be little gems, that if ever on seductive sale at a time I've had a skin-full of my favourite liquor, I might just buy them for the hell of it. (Wouldn't be for the first time.) That Meat Cabinet, curiouser and curiouser, what? Might be great fun to mod some monstrosities with that.
But if it is an overall bland pack, that plays as much as a recycled coding and interactions rip off as it looks, then I'm out, no seductive sale above 90% off will lure me to it. Not paying for more of the same I've already paid for. Next to nothing is all it will be worth and as much as I'm willing to spend.
Time will tell.
But worst case scenario, another year of typical lacklustre to their final TS4 patch, then I'll patch. There's usually a modding renaissance after the final patch, and you can bet I'll be up for that if the Coronavirus doesn't do me in before then.
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It's reports generated by Better Exceptions mod I will not investigate, as that mod jumps the gun and more often than not guesses at mods that might cause LEs, even if they never have and never do. Yeah, sure, sometimes it gets it right, but trust those numerous reports a little too implicitly and you'll have a very empty mods folder before too long, most of which were fine. So take with pinch of salt, and then wait till the mod actually does cause an LE before reporting to modder. Not because super-smart BE guesses it might, but when MC tells you it actually did. Working with the latter is good, with the former is bat-shit crazy. (A+ for effort, but F- for causing empty mods folder due to mod LE scare-mongering.) It's generally accepted that Prevention Is Better Than Cure. But when it comes to BE, nope, it's not.
I'm going to deduce if the old King vamp has started turning up at sims homes again in your game, it must be something Maxis have done in 1.62 patch and as such I cannot yet update my mods to continue preventing it for anyone above 1.61 patch.
But looking at your picture, is that a home in Sulani? Because no other sims, vamps included, are allowed in Sulani by default. Geez, even the Grim Reaper wasn't allowed to go to Sulani when a sim dies, when Island Living was first released. The frikken ghost of the dead person wasn't allowed to visit island!!! I had to fix all that so I could make VS Hologram sims on the islands, or if sim dies from any other reason. It's still in my WSC Sulani mods to allow Grim and Ghosts. Don't know if Maxis have eased up on their over-zealous restrictions since. They probably have for Grim and Ghosts. But I can't see them making Sulani a free-for-all for Vamps. Have you tried taking out all your mods to see if vamps still go to islands for that stupid invade lot interaction crap? Because I don't think they would do that in default vanilla game. Then again, Maxis do continue to break stuff in patches. Why should 1.62 be the first miracle clean patch ever released?
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As I've said before, I don't/won't investigate any LEs as reported by Better Exceptions. Much as I respect TwistedMexi, Better Exceptions mostly guesses. It is far from accurate. It's not just myself who refuses to investigate Better Exceptions LE reports. Other modders do not either. Turbodriver to name one. Turbodriver is inundated with many LE reports to investigate, due to his very popular mods - Wicked Whims and such - and like myself he has discovered Better Exceptions LE reports will send you round the bend trying to investigate what's wrong. More often than not nothing is wrong with the mod it highlights. Just guessing because it IS a mod. That's not good enough. I won't investigate such LE reports. Save my sanity.
Whatever parameters TM has set his Better Exceptions mod up to look for, I think he needs to better explain it on his Patreon page. Because it will certainly highlight many more mods than will ever get reported by MC. He might like to know these extra details, but most who use Better Exceptions have been previously conditioned by using MC first. Where MC will report a true LE due to a true problem, your first instinct with Better Exceptions is to think it does the same thing MC does and that a genuine problem exists with the mods it reports. That is far from the case and TM needs to better teach people exactly what his mod is doing and why it nominates so many mods. He knows what he's looking for specifically in his incessant reports. Most other users do not and take it at face value there is always a genuine problem with whatever it highlights. And it highlights a lot.
The difference why I don't get LE reports from these mods and you do. You use Better Exceptions mod, while I rely on the more accurate MCCC regarding genuine LE reports for genuine problems. Not interested in what has the potential to cause LEs though never actually does. That'd drive you crazy.
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As I do not use those mods I have no idea what files they have.
At a guess I'd say the calorie mod might, as calorie data is on the food object XML files I use. It depends on which files the creator of calorie mod has used. If it's a pure script mod then it will probably be fine to use both. If it's a tuning mod, then it may very well use the same food object XML files as the mod here so it will conflict.
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If you have the time, can you do some tests on the garden mods you mention. Specifically what interaction(s) throws an LE.
Because I use that all the time, massively the other day in a new sim home, to kick start a whole garden of every plant and flower form nothing to everything, mature and in full bloom with all produce on plants. I did not get a single LE during all that gardening work with the sim. I never get LEs with that mod, or I'd have looked into it before now.
If you do spot the specific interaction causing it, just write it in the gardening mod's own thread. (These are LEs as reported by MC? Not the Better Exceptions mod? If it's the latter I won't be looking into those "randomly guessed LE reports," so please confirm this when making a specific report.)
The vampire one, again I'd need specifics. I was doing a bit of work in that region just yesterday. I was going to each vamp home to make sure all teen vamps are sun-proof. As I'd hate to see them coming to my new Teen Hangout venue and burning up in the daylight. So while jumping to all the homes and playing the teen vamps for a while to make them each sun-proof, I had no LEs at all. So I'd need to know more regarding when you get LEs. Once you identify exactly when, please report it in the mod's own thread so I can investigate further.
To summarise, if the vamp "drama_scheduler" is being reported as faulty, and the phone calls are still happening in your game - of which they too are all "drama_scheduler" files - then that's more than a coincidence that you are experiencing issues with this specific (modded) file type and I am not seeing any such issues. Could be due a mod conflict, or perhaps Maxis did mess about with the drama_scheduler files in the 1.62 patch, either way not something I can fix until I patch, which as I've said may be some time, if ever.
As a test, put the vamp and phone mods in the Overrides Folder. (Please tell me you have one.) See if they work properly, permanently thereafter. Then at least you'll know it's due to a mod conflict regarding the drama_scheduler files being used in another mod you have.
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I've seen that with the ping pong too. It has the auto simpicker xml necessary for two sims to do it themselves, and they do tend to do it at awkward times, close to point of abuse.
But I think this is part of a larger problem I've been seeing lately. When a sim is already engaged doing something, whether chosen autonomously or commanded by player, you may have noticed a second interaction pops up in their queue and they stop what they are doing to go start something else. This should not be happening, especially when in engaged in an interaction commanded by player. Finish what you're told to do, don't change your own mind halfway through and go do something else instead. That's a no-no.
It's not particularly rife, (yet) otherwise the player community will be up in arms at Maxis to make it stop. But it is creeping in more and more.
But before I even start putting the blame on Maxis and take to griping about it, I will need to check my Quicker Sim Autonomy mods to see if that could be the cause of sims doing this annoying "impatient autonomy" thing. If any mods are going to do it, that would be the one.
But even so, yes, the ping pong table will probably need an On/Off switch added. I agree.
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Glad to hear it's cleared up. Thanks for coming back to report it's working as it should.
The multi-language thing just might have been the reason. But in my head I could only imagine the blank tooltip info box for non-English players for this type of glitch - (Me being forgetful to add a tooltip text string to all languages.) The main shower options not being available is just so odd? The inner-workings of cyberspace causality is a grand mystery, for sure. The big universe and the little universe, they're just not the same thing at all. Not even accidently.
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In such cases it's not that the current mod is broken, but more likely due to the fact Maxis have added a bunch of new files with new interactions to this type of thing that I've yet to sort out and add to the mod.
So keep using the original, (Traditionally Maxis has no need to alter old files of this type as they are unique to their ye olde purpose.) and wait for me to catch up with the new Uni files for blithering idiots to find new reasons to call sims every five minutes, and add them to the mod.
I've not as yet had any new annoying phone contacts. But I'm sure as soon as I do finally send a sim to Uni and start all the new scholarly activities there, then blithering idiots are destined to get on their phones and call relentlessly for every last little Uni activity my sim does. Of that I have no doubt - especially since you've also just confirmed my fears of that unfolding.
Also keep in mind I have not patched to 1.62, and probably will not for a good while. So if it is something due to 1.62 patch coding rubbing up the wrong way with my mods, I will not be able to fix it until I patch - if I patch. Although I can't imagine that being the reason as 1.62 is a relatively small patch that did not touch these types of files. But with the upcoming knitting patch and the eco EP patch and its horror story Meat Cabinet, issues with my mods will be out of my hands as I will still not be patching for that offensively recycled game code and all the insultingly rehashed shit it covers.
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Minor personal update May 9th 2020
A small amendment to include a missing text sting for non-English languages. If playing game in a non-English language and placing mouse cursor over showers, baths and toilets while controlling a Robot or Hologram sim, you may have seen a small, blank Tooltip info box pop up. That little box should have a message to say "Not for Robots or Holograms." They are not supposed to use these items, so I banned them and added the message. I forgot to make the message appear in all languages. That is now fixed. (Though it will be in English for all languages.)
Also, due to recently adding several object XMLs for showers, toilets and baths to this mod to stop Robots and Holograms outright using these objects, this mod may now conflict with other mods that edit showers, baths or toilet XMLs where it did not conflict before. A tuning mod such as "Pee in Shower" will probably now conflict.
Also this mod is only guaranteed up to 1.61, so if you are on a higher patch you might run into issues with showers, baths and/or toilets that I cannot currently do anything about.
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I have not come across such an issue in my game. The various command options for normal shower or mood showers are always present. I'll pay more attention to it according to your description regarding hygiene levels, to fully confirm. But with recent play sessions, - and these hologram mods forever in my game - I'm always able to command sims to shower as and when the need arises.
Though there is one small matter that may have a bearing. That I recently did add shower, bathing and toilet XMLs to this mod to prevent holograms using these objects. (Also beds in another mod relating to sleeping/napping.) And after your report I have just noticed a mild discrepancy in the string tables for all other languages except English. That a Maxis Tooltip line, if hovering mouse curser over shower while controlling a robot, that says "Not for Robots" now reads. "Not for Robots or Holograms" if also controlling a hologram. But if you play in English that would not be an issue for you, only foreign languages, and it would just be a blank Tooltip info box for foreign languages. Given that most folks who use this mod don't even play with "controlled holograms," as part of the family - I certainly never do, the whole point of them was to avoid having many family members -
I don't know why I even made that text change. Not needed really. As such I'll be resetting the text back to original Maxis for all language translations - "Not for Robots" - and will reupload the mod.(Though I doubt this alone could be the cause of what you've reported. But you never know...)Edit - I'll be keeping that text string. Turns out it was not a Maxis original thing I'd edited, but a ban and new text string I made myself from scratch to stop robots and holograms using objects they should not. Maxis may think it funny in their Nelson Muntz way if a servo autonomously gets into shower and frazzles itself to death. I do not. My sims make their robots a little smarter than that, methinks. I was going to ban holograms anyway, so included robots in the ban while I was about it.
Another thing to consider is if Maxis changed those shower XMLs in 1.62, and you are also on 1.62, then that may be the cause of it. They did break shower/bath combo units with missing options at start of year and the fix was typically not a good fix, with reports on MTS of normal showers missing options after fix. (Sounds familiar?) So if they have had another stab at a fix in 1.62 then there's nothing I can do about it as I will not be patching beyond 1.61 for some time. Knitting and heavily recycled coding of careers, objects and interactions for a lacklustre, upcoming Eco EP, no thanks. Not interested. Could be I'm never patching again. Not if TS4 is going to whimper out its final, flaccid days with this uninspired re-re-rehashing of stuff, that should have rightly been included in older packs and not held back so as to be nickled-and-dimed into standalone new EPs while dragging out TS4 long beyond it shelf life for this singularly greedy purpose. Apt that knitting is next as they try to pull the wool over our eyes with this lazy-ass, shameless Eco EP stunt.
Look for the re-upload later today or tomorrow, hopefully.I'm currently busy testing/tweaking a new Teen Hangout Venue mod. Fed up of my teens having bugger all to do and have given up on trusting Maxis to do anything about it. If they did it would probably be to rehash new Mood Swings for them.Edit - Now uploaded.
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For the Jungle region, I do have a separate mod that removes all street walkbys. The mod found in the same World Sim Control thread where the Jungle Bar is. (For the Forest region I think walkbys are blocked in the main WSC Empty Streets mod.)
So if not using those other mods while using this mod, the walkbys should still occur in both Jungle and Forest regions.
Though I cannot say for sure which sim types will be chosen by default filter mechanism to spawn walkby sims on streets. I think it more likely it will not be residential neighbours seen as walkbys but sims roped in from the four corners of the accessible regions, even newly generated sims created just for the walkby scenario. More likely to see Bella Goth from the other side of the globe than anyone from the house next door. Hence one of the reasons I ban walkbys and have no intention of ever working on walkby filter XMLs to secure only true neighbours are on streets. (As I did for the one and only time for Vampire region.)
There is the unique Jungle Native trait which you can give all those sims who you place in Jungle homes and it may go some way to help push them as street walkbys. Though I'm only guessing as I don't now if the walkby filters take this unique trait into account when choosing random sims. I use that trait to ensure only locals attend my Jungle Bar venue, but I don't know if Maxis went to same effort for street walkbys for Jungle. Maybe. (No such trait for Forest region so it will be the random Bella Goths of the world as walkbys rather than local neighbours.)
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@AmberLokisdotter - The karaoke might be one of the ones not possible I mentioned, given it already has the generic On/Off switches like all electronics, for karaoke regarding the duration sims sing songs to switch on/off music tracks and singing animations. I will take a look, but if it has the same switches used then it won't be possible. The Podium is already one you can download here. (5th mod down the list.)
The massage chair and table mods can be found in my WSC Spa Venue mods, though there are more files I need to add to it as some massage types are missing from On/Off feature.
@pylon - The kitchen stuff is something I'll do. I already have traditional no auto mods for small kitchen appliances, but I do plan to give them On/Off Auto functionality if permissible.
Don't know about the toddler slide. Pretty sure that involves two sims, grownup playing with toddler? Haven't used it much but it's usually a grownup helping toddler to slide. As such, autonomous two-sim object activities are very rare to see, almost never, probably because they can be very annoying if too many of them were autonomous. Sims always dragging other sims away from what they are doing, nothing ever getting done, Maxis tend not to push that type of scenario too often, because the few times they do allow it (toddlers often asking adult to watch TV with them) someone quickly makes a no auto mod to stop it. What I'm getting at is they are usually no auto most of the time anyway, for good reason, so I won't be upsetting the apple cart. I've never seen a toddler slide being used autonomously either, due to the two-sim scenario.
Rockets are non autonomous as default, specifically for residential game play. They can be made autonomous for community lots, as seen at city festivals and I've used this feature to have Astronaut NPCs at the Science Labs for the Active Scientist Career. But as a feature that could be randomly autonomous at home with played sims I would not recommend it. Given sims will fly away often, sometimes for ages, sometimes they will keep wearing astronaut outfit after they come home which can be annoying, and worst thing, you would be besieged with multipart chance card scenarios regarding their space missions, often breaking your concentration and your patience. (From my knowing descriptions you might be able to guess that I have once already made rockets autonomous at home for played sims, to know of these highly annoying results.) Would not recommend it to be anything other than permanently, old school non autonomous - as it currently is.
Unless you actually want rockets switched off for City Festivals? Given Festival Rockets use debug rocket objects and debug rocket xml files - not same as buyable rockets - and that I have banned all City Festivals from my own game, then I probably will not be tampering with that element of (debug) rockets.
Again, anything regarding photography is another of those two-sim interaction scenarios I will probably not be editing. Because sims just may never use them autonomously even if I make them autonomous and give it high attractions factors, they may still just ignore it. Especially if there is no "auto simpicker" files attached. Very important files for auto two-sim activities. And if non are present for the two-sim activity, (which is often the case, hence what I said above) they'll never do it autonomously ever. Though I could make new auto simpicker xmls for it, depends if interaction will be an over-abused, royal pain it the butt, once made dual autonomous. Sims randomly dragging other sims away from stuff usually is. You command a sim to do one thing, then another sim uses their ESP Telepathy from the other side of the lot to say no, stop doing that, come over here and do this with me now. You'll end up hating that very much. Very, very much. So goes Auto Simpickers, best used sparingly if not at all.
Firepits, bonfires and campfires I'm currently testing with this feature, as well as others features. Tents, yep, I can look into it.
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The amount of work involved making suitable recipe files for such an object's interactions, probably not.
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Don't know, I've never tried that scenario. If you try it and it works out - no pun intended - then please drop a line back here. It'd be nice to know.
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The paintings on the sketchpad are unique files, not shared with easels. This mod will need an update to include the pad figure painting files from DU.
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Just thought I'd drop a helpful line in here. This mod set is still perfectly good as of 1.61. Maxis very, very rarely touch the XML files this mod edits. Almost a wonder why they made and put this in the game to begin with, considering they ignore it's maintenance so much. Especially given the awful default autonomy time they originally gave to sims - Which is broken and officially recognised as such by EA Help. (Hence modders like me fucking with it at all, and why I mention this at all. They've officially fucking recognised the issue, so what the fuck?!!!)
I'm always stoked that about two-and-half, three years ago, they (Maxis) officially recognised the simulation lag in the game was a "thing," finally acknowledged it, that they too have experienced it, and will work on finding a solution. Good luck with that - three years later and no solution. At least you recognised and admitted it exists - mighty big of you, because three years later you can be held to account - which is why most game devs originally shirk from admitting such things. So love Maxis for "Officially" recognising it. Sure. But be very baffled with them why patch after patch they do fuck all about fixing it. Admitting to a crime is one thing. Redemption to cleanse the crime, that's a whole other field, and would be nice to (finally) see Maxis do some Redemtion here.
Until then, these mods are still good for 1.61. Because Maxis ain't fucking touched them. HA! Hallelujah when they fucking do!!!! Come the day... Until then, these mods will still do the best they can for you and me. I've still got them in my game!
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Do not land helicopters here!
Rimmer (Episode - Holoship) - "Although for me, the H does not stand for Hologram. It stands for Hideous, Halfwit, Horrendous Failure..."
Today it represents Happy! Cheers Amber! Thank you.
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Yes, keep all the StrangerVille stuff if your sim moves home. Especially the security door entry card. You can - and may need to - use that again and again. I completed that Mother Plant quest when my main sim lived in Windenburg. Then Island living was released, so I built a beach paradise home for him and moved him there. Then Realm of Magic, so I made him the best Spellcaster as well as being the best Scientist. (Best of both worlds. Science and magic usually in opposition, though he is the one that melds them both.) I also heavily reworked the StrangerVille Secret Labs in between all that. All the while keeping his original StrangerVille stuff in his personal storage boxes.
In my game, to date he is still the only one I bothered doing the StrangerVille story with - much as I love the mother plant and use her in many things, such as FutureSim Labs for Scientist career. So he is still the only one that can go straight to visit her in Secret Labs with his security door card. So yep, hold onto it.
I've made mods where you can dress your sims in the Hazmat Suit anytime you want. But that security door card you have to work for, so keep it safe once you get it for future visits to see the Mother Plant at Secret Labs. (Even for my reworked Alien Party at Secret Labs mod & build, you're still going to need that security key card to get to see Mama personally.)
I love StrangerVille town. Especially when it is racked with the red storms. In my game I've taken to that point, riddled with red storms and plagued with infected sims. That's where I'm keeping it. Don't want to fix it or cure the town. Then it'll be just like everywhere else. Where's the fun in that????
I love going there when it's so edgy and moody and full of jerky-walking zombies. Brilliant!
Just remember the laws of ownership. It's best to think of it that it's the lot that owns the storage boxes, not the sims. As long as the sim lives on that lot, they have unrestricted access to a storage box's contents. If the sim moves home, and the storage box remains at the old address, they no longer have access to its contents. If they take box with them to new lot in their personal inventory, then yeah, the box now belongs to the new lot they live on, so they continue to have access. Though I'd still strongly recommend emptying all storage boxes and keep stuff loose in personal inventory till you get to new address, then put it back in a storage box when on the other side of that moving event. The ownership system is quite good, but not always perfect. Sometimes sims still lose ownership, even if the stuff is in their inventory all the while as they move address. You'll know when they've lost ownership because if you Live Drag it and the sell box in personal inventory does not highlight, then the game has decreed the stuff no longer belongs to that sim/lot/household - even though they still carry it and use it in their inventory. Can and does happen. Not a perfect system. Though still pretty good in the most part, for a Maxis system. Just count yourself lucky you can still Live Drag the stuff, (Out of sim inventory.) even though it's no longer officially the sim's (Lot's) property.
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@AmberLokisdotter Brilliant! Thank you so much for doing this. I'm going to be giving it to my Arnold Rimmer sim right away. Cheers my fellow Dwarfer. That was fast work making the second version not so stretched. Looks great. No hairline in the game (Or CC hair) would be low enough to clip now. Fantastic. You're a proper smeg head!!!!
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Sounds like it was due to pre-uni bed assigning hangover from the new coding change. I'm still getting one or two minor hiccups if I go to a sim house I haven't played in a long while and have to re-assign beds again. It can happen that when newer coding is introduced to change an object's behaviour, it's just simply better to place a new version of the object to prevent hangover glitches. Seen more so when mods are edited than when Maxis changes code on their XMLs, but still a possibility either way, as you've seen.
Glad you got it sorted.
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Update April 2020 - A few months back, (10 months ago now actually) after nearly five years of playing the game at slower global speed via MC, I tried switching back to default global time speed. Just to see. It lasted about a day and a half before I could stand it no longer and needed to return to slower speed. Though during that time, I was - luckily you might say - taking my sim to Jungle to some archaeology stuff. And that's when I was being constantly hit with the same glitch folks have been reporting here pretty much since this mod was released. Sim getting stuck. The mod is set too fast for default global time speed to cope. I'll wager all those getting the stuck sim are playing at default time speed or close to it? Yes? Well when I breifly did, my sim got stuck almost every time too. After I went back to my prefered slower global time, my sims have not got stuck once. It seems the issue has been identified, and when I get the time I will make a second version of the mod, slowing it down a bit to match the quicker time flow of default global time speed.
We'll get there in the end, eh?
Dispensers - Catering Tables - New for May 2020
in TS4 Food & Drink Mods
Posted
Yes, these tables work everywhere. The code that forced them to only work at Film Studios has been edited. Wouldn't be much of a Teen Hangout venue with empty Catering Tables...
Residential or dorms will also be fine.
Thanks for confirming my fears about uni being a typical unmanaged, un-finessed hellhole lazy Maxis continually dump on us. I swear they have a secret policy that prohibits them from finessing in TS4, a threatening mandate handed down from EA chiefs that states, "leave this type of work for modders. We are not paying you to do this. And no wasting time play testing the game either. That's what paying customers are for. And remember, just smile at the camera and say it's awesome. Nothing more! You have been warned. BTW, welcome to work at EA Maxis..."
The day they finesse, is the day I'm a redundant whinge-bag modder.